Fallout: New Vegas - Community Interview, New Diary

Dhruin

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After collecting questions from the Bethblog, Facebook and Twitter on Fallout: New Vegas, the first batch of answers is up on the Beth forums. Josh Sawyer provides most of the answers and here's a snip:
I’m assuming that you are reusing some of the animations from Fallout 3. Have you done anything to improve these or are they going to stay the same way that they did in Fallout 3?
From Zearox via Bethesda Blog

Josh Sawyer: We started our animation work by determining what new animations we needed, what existing animations we thought needed revision, and what else we could revise. We have already changed some of the core combat animations (for example, all first-person firearm aim animations have been revised) as well as creature animations (our "West Coast" Super Mutants have new idles, walk, and run cycles).
Feargus Urquhart also has a Diary entry, describing some of the Fallout experience of the team, including himself:
Now when it comes to making Fallout games, I've always found it easy to work on them. I guess my twisted view of the post-apocalyptic world just fits with what Fallout became during the original development of Fallout 1. But, what wasn't easy was actually getting Fallout 1 finished, since we were still figuring out how to make big RPGs back in the mid 1990's. To help, I ended up polishing up one of the larger areas of the game, the Hub, and also finished up a couple of the later areas - the Boneyard and Adytum. I made some good decisions and some bad ones. My addition of a quest in the Hub to get a special gun turned out to be a fun quest that people liked, while my addition of the Turbo Plasma Rifle unbalanced the game. It was near the end of the game, but it's still one of those things where I look back and go "Feargus.....".
All of this really taught me a lot about designing areas and how we need to think about making games like Fallout. In fact, I took away ideas and methods we still use to this day. I do have to give an immense amount of credit to the design team on Fallout 1, in particular Scott Campbell, Jason Taylor, Chris Taylor, and Tim Cain. A lot of their original thoughts and ideas are what really made Fallout what it ended up being.
More information.
 
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"Fallout: New Vegas will fully utilize the Steamworks SDK. This means that retail PC copies will activate via Steam. We are also using Steam for achievements and other features"

Yay!
 
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Apr 3, 2007
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Interesting, it requires Steam, then. I have no problem with that, because Steam is awesome. One of the least intrusive DRMs, I think. No instal limits, only need to go online once to register. And you can re-download the game from Steam anytime you like (even if you buy a retail copy).
 
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I honestly can't stand games that require 3rd party software to run. This is bad news for me.
 
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Yes, but you don't have to buy it from Steam, so how does that matter?
I only use Steam because I could register my copy of X3:TC that I bought somewhere else there. I discovered that I could do the same with Mount&Blade and Dark Messiah of M&M.
 
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stream = no buy for me

too bad

Yes, too bad. It's good to see that some sensible folks like you exist, Tragos. I just cancelled my preorder on Amazon.. I'll have to wait and see if some good soul will upload a workaround for this on the more backalley places of the internet.

If I can use the game without ever contacting a STEAM server I may even be willing to install this customer enslaving STEAM client (Norton's Cleansweep may able to uninstall it afterwards).
 
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